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v=send_message(n2,n1,MSG_COLLIDING,NVALUE(objects[n2]->x),NVALUE(objects[n2]->y),NVALUE(r2));
if(v.t) Throw("Type mismatch");
h|=v.u;
if((h&0x0002) && try_sharp(n1,n2)) h|=0x0004;
if((h&0x00020000) && try_sharp(n2,n1)) h|=0x00040000;
return h;
}
static Uint32 deferred_colliding(Uint32 obj,int x,int y) {
Object*o=objects[obj];
Object*oE;
Uint32 h=0xFFFFFFFF;
Uint32 objE=playfield[x+y*64-65];
Uint8 d;
int xx,yy;
while(objE!=VOIDLINK) {
oE=objects[objE];
if(!(oE->oflags&(OF_DESTROYED|OF_VISUALONLY))) {
if(oE->oflags&OF_MOVING) {
// At this point, it is necessary to check for a loop, which may be like the diagram below:
// >>>>>>>v
// ^<<<<
// The loop may also have a different shape.
// If a loop is found, call the handle_colliding function to determine what to do next.
// If there is no loop, allow the move to be retried later, trying objE's location next.
}
if(oE->height>o->climb || (classes[o->class]->collisionLayers&classes[oE->class]->collisionLayers)) {
h&=handle_colliding(obj,objE,1,0);
}
}
objE=oE->up;
}
// Find other objects trying to move to the same place
if(h&8) for(d=0;d<8;d++) {
xx=x-x_delta[d];
yy=y-y_delta[d];
if(xx<1 || xx>pfwidth || yy<1 || yy>pfheight) continue;
objE=playfield[xx+yy*64-65];
while(objE!=VOIDLINK) {
oE=objects[objE];
if(obj!=objE && (oE->oflags&OF_MOVING) && oE->dir==d && !(oE->oflags&OF_DESTROYED)) {
if(o->height>oE->climb || oE->height>o->climb || (classes[o->class]->collisionLayers&classes[oE->class]->collisionLayers)) {
h&=handle_colliding(obj,objE,2,2);
}
}
objE=oE->up;
}
}
return ~h;
}
static void do_deferred_moves(void) {
Object*o;
Object*p;
Uint32 h,n;
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v=send_message(n2,n1,MSG_COLLIDING,NVALUE(objects[n2]->x),NVALUE(objects[n2]->y),NVALUE(r2));
if(v.t) Throw("Type mismatch");
h|=v.u;
if((h&0x0002) && try_sharp(n1,n2)) h|=0x0004;
if((h&0x00020000) && try_sharp(n2,n1)) h|=0x00040000;
return h;
}
static inline Uint8 find_deferred_movement_loop(Uint32 obj,Uint8 xx,Uint8 yy) {
// At this point, it is necessary to check for a loop, which may be like the diagram below:
// >>>>>>>v
// ^<<<<
// The loop may also have a different shape.
// If a loop is found, call the handle_colliding function to determine what to do next.
// If there is no loop, allow the move to be retried later, trying objE's location next.
// Since there may be multiple objects in a location, which move in different directions,
// a variable "ch" mentions the next object to try, if it is VOIDLINK. If not, then once
// it reaches the end without finding a loop, it can try the next one, resetting ch to
// VOIDLINK. This will find not only loops, but also if there is a branch that is later
// merged; due to what this program needs to do, and how they will be dealt with after
// the potential loop is found, that isn't a problem.
static sqlite3_uint64 board[64]; // bit board for locations with possible collisions
Object*o=objects[obj];
Uint32 ch=VOIDLINK; // first object found in same place as other where it must be checked
Uint8 x=o->x;
Uint8 y=o->y;
Uint32 n,nn;
memset(board,0,sizeof(board));
begin:
if(x==xx && y==yy) return 1;
if(x<1 || x>pfwidth || y<1 || y>pfheight) goto notfound;
if(board[y-1]&(1ULL<<(x-1))) return 0;
board[y-1]|=1ULL<<(x-1);
n=playfield[x+y*64-65];
nn=VOIDLINK;
while(n!=VOIDLINK) {
o=objects[n];
if((o->oflags&(OF_MOVING|OF_VISUALONLY|OF_DESTROYED))==OF_MOVING && o->height>0) {
if(nn==VOIDLINK) {
nn=n;
if(ch!=VOIDLINK) goto found;
} else if(ch==VOIDLINK) {
ch=n;
goto found;
}
}
up:
n=o->up;
}
if(nn==VOIDLINK) {
notfound:
if(ch==VOIDLINK) return 0;
o=objects[n=ch];
x=o->x;
y=o->y;
ch=VOIDLINK;
goto up;
}
found:
o=objects[nn];
x+=x_delta[o->dir];
y+=y_delta[o->dir];
goto begin;
}
static Uint32 deferred_colliding(Uint32 obj,int x,int y) {
Object*o=objects[obj];
Object*oE;
Uint32 h=0xFFFFFFFF;
Uint32 objE=playfield[x+y*64-65];
Uint8 d;
int xx,yy;
while(objE!=VOIDLINK) {
oE=objects[objE];
if(!(oE->oflags&(OF_DESTROYED|OF_VISUALONLY))) {
if((oE->oflags&OF_MOVING) && oE->height>0) {
if(find_deferred_movement_loop(objE,objects[obj]->x,objects[obj]->y)) {
h&=handle_colliding(obj,objE,3,3);
} else {
return h&4;
}
} else if(oE->height>o->climb || (classes[o->class]->collisionLayers&classes[oE->class]->collisionLayers)) {
h&=handle_colliding(obj,objE,1,0);
}
}
objE=oE->up;
}
// Find other objects trying to move to the same place
if(h&8) for(d=0;d<8;d++) {
xx=x-x_delta[d];
yy=y-y_delta[d];
if(xx<1 || xx>pfwidth || yy<1 || yy>pfheight) continue;
objE=playfield[xx+yy*64-65];
while(objE!=VOIDLINK) {
oE=objects[objE];
if(obj!=objE && (oE->oflags&OF_MOVING) && oE->dir==d && !(oE->oflags&OF_DESTROYED)) {
if(o->height>oE->climb || oE->height>o->climb || (classes[o->class]->collisionLayers&classes[oE->class]->collisionLayers)) {
h&=handle_colliding(obj,objE,2,2);
}
}
objE=oE->up;
}
}
return ~h;
}
static void do_deferred_moves(void) {
Object*o;
Object*p;
Uint32 h,n;
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